Survival
Co-op waves (up to 20) of escalating difficulty. Each wave has a kill budget; clear it and you get a breather — the fallen are revived, XP banks, and the squad drafts cards. Nobody respawns mid-wave, and XP banks per cleared wave: wipe halfway through and that wave's earnings are forfeit. Going down isn't the end (your squad can finish the wave and pick you back up), but a full wipe ends the run.
Cards are run-scoped upgrades stacking on top of your permanent build — strong on purpose, because the difficulty ramp is relentless: the handicap's escalation floor climbs wave over wave until the bots hit you at full force, and only a drafted-up squad outpaces it. The two team cards share one squad-wide level — anyone's pick raises everyone's multiplier — so coordinating drafts beats hoarding. Your deepest cleared wave goes on the leaderboard.
Card catalog
| Card | Per pick | Max picks | Notes |
|---|---|---|---|
| +Damage | 100% | 3 | |
| +Headshot Dmg | 50% | 3 | |
| +Crit Chance | 15% | 3 | |
| +Crit Dmg | 83% | 3 | |
| +Max HP | 40 | 3 | |
| +Max Armor | 40 | 3 | |
| +Lifesteal | 8% | 3 | |
| +HP Regen | 2 | 3 | |
| Explode on Kill | 1% | 1 | HE blast on kill |
| Burn | 1% | 1 | |
| -Ability Cooldown | 30% | 1 | -30% ability cooldown |
| +Run XP | 50% | 1 | +50% run XP |
| Headshot Armor | 15% | 3 | -15% headshot dmg |
| Berserker | 40% | 3 | +40% dmg near death |
| Team: +Damage | 10% | 3 | team-wide, shared level |
| Team: -Damage Taken | 10% | 3 | team-wide, shared level |
Theory has the full stat tables and the handicap math behind all of this.